can load *.slangp and *.slang files. since there is no runtime compiler,
precompiled shaders (*.gsh) need to be present next to each *.slang
source file.
== DETAILS
RetroArch's general HID drivers are intended as a full-on substitute for
other input drivers such as XInput, DInput, SDL, etc. The Wii U port is,
to my knowledge, the first case of heterogenous input drivers working
concurrently.
As such, I've moved things around:
- The HID driver source is moved into the wiiu/input/ directory alongside
the joypad subdrivers.
- We no longer use the input_hid_init_first() method to instantiate; instead
we just init the wiiu HID driver directly.
- The HID pad driver and HID subsystem driver enjoy a tighter coupling,
mainly having to do with the initialization of the joypad connections
list, because there's no way to inform the HID driver's init() method
how many slots to allocate.
== TESTING
Will test in a moment, but at least it compiles cleanly. ;)
== DETAILS
Well, after a lot of code analysis, this seems like the
best way to handle things on the Wii U without also completely
re-architecting the I/O handling in RetroArch.
How it works:
- the top-level wiiu_joypad driver is now nothing more than a
delegator.
- the wiiu-specific drivers live in `wiiu/input/`
- wpad_driver.c handles the WiiU gamepad
- kpad_driver.c handles the wiimotes
- hidpad_driver.c will handle HID devices like the GC adapter, DS3/DS4, etc.
(I say "will" because this isn't implemented yet)
== TESTING
Haven't actually tried the build to see if it works, but it does
compile.
== DETAILS
The old code was crashing; I did a minimalized branch and the crash
went away, so I'm bringing that over here. Meaning I'll have to
redo some of the other work I'd put in, but oh well.
(now watch it start crashing again)
== TESTING
Can confirm it builds. Wii U is busy ATM so I can't test.
== DETAILS
We discovered that the controller_patcher code was causing
the WiiU to intermittently crash when switching ROMs.
Changes:
- Completely extricates the controller_patcher code
- Create a skeleton wiiu_hid driver
- Wire up the build system to build/link it successfully
== TESTING
Has not been tested. Probably doesn't crash, since the
skeleton driver is just a copy of the null driver.
There was some type confusion around IOS_Open with libiosuhax, leading
to it treating the first instruction of that function as an address to
point to. Adding -D__WUT__ lets it know that we are using proper symbols
and not function pointers.
As discussed in libretro#5357; controller_patcher is now optional. It's
off by default; though this could be changed with a simple makefile
tweak (ENABLE_CONTROLLER_PATCHER ?= 1, perhaps?)
To re-enable controller_patcher; append ENABLE_CONTROLLER_PATCHER=1 to
your usual make command.
controller_patcher was the only user of c++ constructors in the Wii U
port, so you'll need 26a006c in your tree otherwise you will have a
blackscreen on startup.
Inspired by Makefile.win; this commit will hide compiler commands from
being printed to the shell. Old behaviour can be restored by running
"make -f Makefile.wiiu V=1". Should make it harder to miss warnings now.
- c++ static constructors/destructors fix for rpx builds.
- building both rpx and hbl elf formats doesn't require a clean step
inbetween anymore, both can be now built in a single make call.